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prison of
zardax
a puzzle adventure for
neoclassical geek revival
and osr adventure games
by zzarchov kowolski
The
Gem Prison
of
Zardax
an adventure for characters of levels 3-6 for use with
Neoclassical Geek Revival
or your favourite
Old School Roleplaying Game
written by
Zzarchov Kowolski
art by
Scrap Princess
cartography by
Simon Forster
edited by
Michael Moscrip
layout by
Chris Huth
• Roll a d8, a d6, and a d4 twenty to thirty times and write down
the results of each die (e.g. 2,1,4).
This room spins one rooms 8/18, rooms 9/19, rooms 10/20,
set of doors per round, rooms 11/1). On rooms 5/15, the door
centred on the central leading to 5 will not open (you can’t enter
blue pillar, with a this room from itself). The hub cannot
grinding noise. The door be “locked” into place, and can be used to
the players enter is mirrored on the other bypass any other condition that prevents
side by 10 (either + or -). If they entered you from entering a specific room
this room from room 19, the opposing (sometimes forcing doors closed so it can
room would be room 9. If they entered re-open them itself).
from Room 8, the opposing room would
be room 18. Each round this shifts up (so
the ruins
walls: See Description 6
This room appears to be made of
limestone bricks, but it is hard to tell
due to the raging inferno that seems
to be engulfing it. The smoke never
seems to build up enough to smother
the flames. Moving through the room to the far door
deals 1d6 damage. The far door (not the one the
players enter) always leads to The Ancient Forum (11).
7 the lucky room
walls: Vibrant Green
This “room” is a
limestone slab floating
in a psychedelic void.
In the centre of the
circular portion of
the slab is an eternally
burning flame. The
flame will teleport
anyone or anything
who jumps into it
into the centre of a
randomly rolled room.
After it has been rolled
the first time, jumping
into the flame always
teleports the person
to that room. The
doors are contained in
marble archways. The
far door (not the one
the party enters from)
always leads to The
Shrine (16). That is not
bidirectional unless
the door is “locked”.
Jumping into the void
is equivalent to death.
There are always a
random encounter
worth (d8 + d6 + d4)
of cat headed elves in
this room when it is
encountered. If the
room is abandoned,
more elves will come.
the gauntlet
walls: Pastel Blue 12
This room’s walls have
piston driven mashers
that come together
every x intervals (each
masher is different).
Near the door are the following words
in elven “Test your luck”. On the other
3
side of the mashers (which cause instant
death) is a lever with words above and
below. It is currently in the “up” position
7
with the phrase “Safe in Ignorance”. The
words in the down position are “The
Risk of Knowledge”. This will trigger the
5
appearance of the books in rooms 7 and
13 if thrown to the down position, and
cause them to disappear if thrown to the
2
up position.
3
2
13 the unlucky room
walls: Vibrant Green
ngr: All luck checks or luck die rolls suffer a -1 penalty in this room.
the cell
of the necromancer
walls: Black with Red Splotches
14
The ceiling is
three stories up.
There is quite
a bit of fog in
the room, and
the corners of the room are piled
high with giant wasp eggs. In
the centre of the room is a giant
silver wasp. After the first time it
is alerted to the presence of others
in the dungeon, it will wait by the
entrance and launch its stinger
through as soon as the door opens.
It will continue this until it proves
to be a bad plan (ie, it suffers some
horrible trap set by the players).
The Wasp is as big as a dragon.
(half size)
the exit
walls: Yellow Heavy Plaid 20
is d100, a specialist rolling a d6
has a d6 penalty, and a d20 ability
check has a d20 penalty. The Iron
Key in 9 will dispel the magic
of the door and simply open it
without harm or risk.
The room is guarded by 6
naked “humans” with owl heads.
They are extraplanar creatures.
They each have a pair of silver
rapiers. They won’t start a fight
unless attacked, or someone
actually manages to open the
door (or has an obvious way to
do such). They will banter in a
friendly manner, and will offer to
let the players out if one of their
party volunteers to be eaten alive
Opposite the door by the owls. They have no malice, they
the players enter is a just like to eat people alive. Still, they have
glowing green door. limits and require consent. They aren’t
Instead of a normal actually supposed to let anyone out, they
hand print it contains just are slightly corrupt and willing to let
a gem resembling the gem prison, the odd escape slide for a cannibalicious
with an iron bound keyhole somehow snack. They can also give a brief history
embedded in it. The door roils with arcs of the gem prison, its origin as some form
of magical energy. That door leads out. of temple, and the few inhabitants who
If someone attempts to pick the lock, won’t leave (Cat Headed Elves) when their
the lock attempts to rebuild itself in master (the wizard) took it over a few
the process. While this is happening, centuries back and tried to modernize the
the door will build up energy and will place (the tacky colours). They will also
release a wave dealing d100 damage to discuss the prisoners, though they only
whomever is picking the lock (ngr: know general descriptive information
This is stun rather than damage, though about them. They have no idea why they
it will probably still kill at those levels), are locked up, or for how long (they don’t
regardless of success or failure. The roll really track time, being immortal). They
is made with a penalty equal to the die guard the place because the wizard tricked
rolled by the lock picker (which is not them into revealing their true names.
known until the lock picker decides to They refuse to give any names or even
keep working at it, risking death). So if nicknames for themselves any longer.
you use percentile thief skills the penalty
random treasure random monsters
2: Ethereal Blade 2: Room Catches Fire for 1d6 rounds
3-4: Black Lotus 3-4: d6-1 Giant Silver Faced Grubs
5: d8 Gold Rings 5-9: d8+d6+d4 Cat Headed Elves
6-8: Pile of glass prisms (d4 x 5) 10-11: d4 Giant Silver Faced Grubs
9: Quiver of Silver Arrows (12) 12: d6/3 Giant Eyes
10: d6 x d8 x 10 baby teeth
11: Expensive Furs (d8 x 2)
12: d6/2 Magic Crystals
ancient texts
ngr: The book contains a random spell of the dice result x 10 silver pieces.
built by using the spell generator results osr: Contains a random spell of a level
generated by rolling a d8+d6+d4. The equal to the d8+d6+d4 result divided
same result is used to generate the title, by 3 (round down). They are also worth
which allows the book to be used by a the d8+d6+d4 result x 10 experience to
literate individual as a skill of the same a wizard, specialist (not a thief), or bard.
name provided they have time to use the The book has a library value and treasure
book as a reference. The book has a value value equal to that result.
d4 d6 d8
1 The history of Prehistoric Beings
2 Experiments with/on Spirit (Haunted) Plants and Herbs
3 Secrets of Faerie Warfare
4 The encyclopedia of Demonic Tombs
5 Atlantean Cities
6 Transdimensional Jewellry
7 Rituals
8 Gods
spell generator
d4 d6 d8 (odd/even)
1 Virgil’s (d4) Unknown (Force) Trick / Spark (cantrip)
2 Zardax’s (d6) Ghostly (Mental) Restorative/Shift (regeneration)
3 The secrets of (d8) Mischievous (Plant/Poison) Explosions / Wave (blast)
4 Azoozl’s (d12) Unholy (Fire) Prison/Dungeon (imprison)
5 Ancient (Lightning/Medicine) Wall / Barrier (barrier)
6 Extradimensional (Raw magic) Strike / Bolt (bolt)
7 Breath / Stream (cone)
8 Words / Song (words of power)
spell template
1: cantrip 2: regeneration
Difficulty: +0 Difficulty: (1+ d4 result) per power level
Cost: +1 Cost: 2 per power level
Range: N/A Range: Self
Complexity: 0 Complexity: 2
This spell creates a minor magical effect This spell allows the caster to heal injuries
such as sparkles, wisps of vapour, soft they suffer. The caster heals a number of
coloured light or minor musical effects. points each round equal to the power level
This can be cast alongside another spell by of this spell. This spell has a duration of
increasing that spell’s difficulty by 1. The (d4/2 result) rounds per power level. What
exact effect is based on the d6 result: type of points are based on the d6 result:
1: The roar of a tiger echoes from the 1: damage (except fire and acid)
caster’s mouth. It is loud enough to 2: stress
cause a die of suspicion to the caster. 3: poison (no damage is suffered)
(the die is based on the d4 result) 4: damage (including fire and acid)
2: A green aura appears over the 5: disease
caster for ?dX rounds. (dX is the 6: mutation
d4 result die size)
3: Childlike giggling fills the area for ?dX
rounds. (dX is the d5 result die size)
4: A die result worth of small vermin
(worms, beetles, spiders) fall from
the caster’s sleeve. (The die is based
on the d4 result)
5: Somewhere in the distance, the sound
of thunder echoes (the caster may
make the thunder sound a number of
times up to the d4 result),
6: The caster must pay an additional die
of cost after the spell is cast. The die
is based on the d4 result. The caster
may point at a target and attempt
to zap them (attack roll) to deal an
amount of stun to the target equal to
the amount of mutation points towards
a protoplasmic blob the target has
accrued per success scored.
3: blast 4: imprison
Difficulty: 3 per power level Difficulty: 4 + (d4 result) per power level
Cost: 2+(d4 result) per power level Cost: 10
Range: Medium Missile Range Range: Touch
Complexity: d4 result Complexity: 3+(d4 result)
Blast represents the myriad of spells that This spell potentially locks a mystical or
cause a deadly explosion. The caster will incorporeal creature (such as a ghost,
hurl an explosive ball at a target location, demon, djinn or dryad) into an object. The
which will explode upon impact. Any object itself is always considered a spell
caught in the blast radius will suffer one component and not always a beneficial
exploding die of “damage”. The die size is one. Living objects require a willing target
based on the d4 result. The blast diameter (including a calm but unaware target).
is 10 feet per level of the spell. Saving The being is trapped and powerless in the
throws are allowed as normal. If you are item until the spell expires, or the object
using abstracted movement, this should is broken or interfered with in some way
hit 1 person per power level in a target (ie, opening a box or uncorking a bottle).
area. The “damage” is based on the d6 result: The spell deals a die of potential damage
to the target per power level. This die is
1: an orb of force is hurled that explodes
based on the d4 result. If this damage
(stun damage from a blunt source)
would kill or incapacitate the target, the
2: a ghostly skull is hurled that explodes
target is trapped in the item. Otherwise
into a spray of screaming ghostly
the damage can be ignored.
forms (stress)
The object required is based on the
3: a ball of green gas is hurled that
d6 result:
explodes (poison)
4: a ball of flame (damage from fire) 1: clay totem (breaking the
5: ball lightning that explodes into arcs totem frees the spirit)
of electricity (electrical damage that 2: mammal skull (looking into
ignores metal armour) the skull’s eyes frees the spirit)
6: a pulsing blob of energy (mutation 3: a living flower (if the flower dies
into protoplasmic blob) the spirit is free, the
flower becomes ageless)
4: a living goat (if the goat
dies the spirit is free)
5: a copper bowl or pot with a lid.
(opening the lid or melting
the pot frees the spirit)
6: a word (anyone saying the
word frees the spirit)
5: barrier 6: bolt
Difficulty: (d4 result) per power level Difficulty: 1+(d4 result) per power level
Cost: 5 per power level Cost: 1 + (d4 result) per power level
Range: Short Missile Range Range: Long Missile Range
Complexity: 1 Complexity: d4 result
This spell creates a wall or barrier with Bolt represents any of the many offensive
a size and shape of the caster’s choice. spells that allow a wizard to target a lone
This barrier has a length of up to 5 individual with deadly force. The bolt will
(cumulative) feet per power level and arc out at the target, with a (+2 - d4 result)
a height of up to 5 feet per power level. attack modifier per power level. On a hit
Depending on the exact version of this it will deal 1 die of “damage” times the
spell it will either be a solid or damaging power level of the spell; the damage die is
barrier. A solid barrier (force field, briars, based on the d4 result. The “damage” type
ice, etc) can absorb (d4 result x 3) points is determined by the d6 result:
of damage per power level, with a DR of
1: a bolt of compressed air (blunt, stun)
1 per power level. A damaging barrier
2: a ghostly ray of light (stress)
(fire, lightning, poison gas, etc) will do
3: a jet of poisonous liquid
1 die of damage (based on the d4 result)
(contact based poison)
per power level of the spell if someone
4: a lance of flame (fire damage)
attempts to cross the barrier, and 1 die of
5: an arc of electricity (electric
damage if they merely touch the barrier.
damage, ignores metal armour)
The magical portion of the barrier has
6: a beam of raw energy(mutation
a duration of (d4 result) cumulative
into protoplasmic blob)
minutes per power level. After that point
any materials conjured by the spell will
remain. For example, an ice barrier would
leave a large slab of ice behind that would
melt normally, while a poison gas barrier
would leave a cloud of poison gas behind
that would drift and settle normally. The
material is based on the d6 result:
Cone represents any offensive spell that Words of Power represent all of the
features a billowing array expanding various magic words that can cause
outward from the caster such as fire unfortunate side effects to a target. The
breath, chain lightning or a blast of wizard makes an appeal against a number
freezing air. The cone will have a diameter of targets equal to the spell’s power level
at any point equal to the distance from with a +1 bonus per power level. The
the caster. So 5 feet out from the caster, targets suffer a die based on the d4 result
the cone will have a diameter of 5 feet. of “damage” per success scored. The d6
The spell will deal 1 die of damage per result indicates the type of damage.
power level of the spell, reducing by 1 die
1: pain (stun)
for every five feet from the caster, until it
2: hallucinations (stress)
reaches 0 dice. The damage die is based on
3: toxins form in the
the d4 result. If you are using abstracted
bloodstream (poison)
movement, this should hit one person in
4: the blood boils (damage)
your area for full damage and/or 1 person
5: a feeling of intense nausea (disease)
per power level for 1 die of damage in a
6: transformation into a protoplasmic
neighbouring area. The type of damage is
blob (mutation)
based on the d6 result.
A roll of 7+5+1 would result in a book
1: a gust of compressed air (blunt
called The History of Atlantean Rituals
stun damage, also a single
worth 130 silver pieces. In osr games it
knockdown check)
would contain a random 4th level spell and
2: a ghostly beacon of light (stress)
be worth 130 experience points when read
3: a gust of poisonous gas (poison)
by a wizard, specialist, or bard. In ngr
4: a gust of flame (fire damage)
it would count as a skill about Atlantean
5: multiple constantly sparking arcs
Rituals when used as a reference material,
of electricity (electric damage,
and would contain the spell “Virgil’s
ignores metal armour)
Ancient Breath”, a version of cone that
6: a cone of energy (mutation into
costs 3 per power level and deals 1d4
protoplasmic blob)
electric damage per power level from
arcing electricity.
monsters
giant silver faced grub If they score the exact minimum number
The grubs are aggressively hungry and required to hit they secrete d4 points of
will immediately attempt to eat the PCs. grub poison. Each point of grub poison
A grub will not attempt to kill more gives a -1 universal penalty, and paralysis
than one human or similar creature each when the points equal the victims health.
(such as a dog or donkey), though they Grub poison abates at a rate of 1 point per
will attempt to defend their meal from hour. Upon death, the silver on the grub’s
retrieval. If the PCs prove formidable, the face will heat and melt off, pooling on the
grubs will flee and seem to have figured ground. The silver is equivalent to 1d12sp
out how to open doors. They will attempt
osr: 2 Hit Dice, Armour as padded/
to hide in room 19 if pursued, as they are
leather, Attack with bite(d8 with re-
children of the Giant Silver Wasp. The
roll), poor morale, half as fast as an
meat of the grub is poisonous to humans,
unencumbered man. If a grub scores an
elves, and halflings but not to dwarves.
exact hit, the target must make a saving
The grubs are pony sized larvae with large
throw vs. poison or suffer a dose of grub
pincers and heads that are painted silver.
poison, granting a -1 penalty to attack and
Their bodies are bloated and white, coated
armour class for each point of damage
in a thin mucus.
dealt. Grub poison abates at a rate of 1
ngr: Size modifier 2. Their bloated body point per hour. Upon death, the silver
counts as bulky light armour, and their on the grub’s face will heat and melt
silvered head counts as a full helm. Their off, pooling on the ground. The silver is
jaws are large, exotic, slashing weapons. equivalent to 1sp per hp of the grub.
giant silver wasp
The wasp appears as a tyrannosaurus
sized wasp made out of polished silver.
It is trapped inside its room and can do
nothing beyond lay more eggs, which
hatch into the giant silver faced grubs that
menace the prison.
This spell is used to set a condition This spell enables the caster to
for another spell to either activate or send a deadly beam from one of
deactivate. The condition for this trigger her eyes. The beam of energy will
is holding the item containing the spell leap towards the target. On a hit it
and humming loudly. This spell is cast will deal 1 repeating d6 of damage
alongside the main spell. If you wanted times the power level of the spell.
a spell to be able to ‘toggle’ on and off,
it would require casting two additional ocular-shield
triggers with the main spell. A spell that is Template: bubble of protection
deactivated by a trigger still counts down Difficulty: 2 per power level
its duration as normal, the effects are Cost: 3 per power level
merely masked. A spell with no duration Range: Self
(such as a blast) cannot be toggled. Complexity: 1
ISBN 978-0-9920472-9-0